# Notice This is the original readme fo the C++ implementation by Xi Chen. # VE Font Cache is a single header-only GPU font rendering library designed for game engines. It aims to: * Be fast and simple to integrate. * Take advantage of modern GPU power. * Be backend agnostic and easy to port to any API such as Vulkan, DirectX, OpenGL. * Load TTF & OTF file formats directly. * Use only runtime cache with no offline calculation. * Render glyphs at reasonable quality at a wide range of font sizes. * Support a good amount of internationalisation. そうですね! * Support cached text shaping with HarfBuzz with simple Latin-style fallback. * Load and unload fonts at any time. # How it works Glyphs are GPU rasterised with 16x supersampling. This method is a simplification of "Easy Scalable Text Rendering on the GPU", by Evan Wallace, making use of XOR blending. Bézier curves are handled via brute force triangle tessellation; even 6 triangles per curve only generates < 300 triangles, which is nothing for modern GPUs! This avoids complex frag shader for reasonable quality. ![Wireframe with GPU XOR blending](images/wireframe.png) Texture atlas caching uses naïve grid placement; this wastes a lot of space but ensures interchangeable cache slots allowing for straight up LRU ( Least Recently Used ) caching scheme to be employed. The font atlas is a single 4k x 2k R8 texture divided into 4 regions: ``` 2k -------------------- | | | | A | | | | | 2 |---------| C | k | | | 1k | B | | | | | -------------------- | | | | | | 2 | D | k | | | | | | -------------------- Region A = 32x32 caches, 1024 glyphs Region B = 32x64 caches, 512 glyphs Region C = 64x64 caches, 512 glyphs Region D = 128x128 caches, 256 glyphs ``` Region A is designed for small glyphs, Region B is for tall glyphs, Region C is for large glyphs, and Region D for huge glyphs. Glyphs are first rendered to an intermediate 2k x 512px R8 texture. This allows for minimum 4 Region D glyphs supersampled at 4 x 4 = 16x supersampling, and 8 Region C glyphs similarly. A simple 16-tap box downsample shader is then used to blit from this intermediate texture to the final atlas location. The atlas texture looks something like this: ![Wireframe with GPU XOR blending](images/atlas_small.png) # Usage Pseudo-code demonstrating simple usage: ```cpp #define VE_FONTCACHE_IMPL #include "../ve_fontcache.h" static std::vector< uint8_t > buffer; ve_fontcache_init( &cache ); ve_fontcache_configure_snap( &cache, width, height ); print_font = ve_fontcache_loadfile( &cache, "fonts/NotoSansJP-Light.otf", buffer, 19.0f ); ve_fontcache_draw_text( &cache, print_font, u8"hello world", 0, 0, 1.0f / width, 1.0f / height ); ``` These header files need to be copied to your project: ``` ve_fontcache.h utf8.h stb_truetype.h ``` Except HarfBuzz, that's all the required dependencies. That said it's strongly recommended to use HarfBuzz ( TODO: HarfBuzz not supported yet, coming soon!! ) over the default utf8.h latin fallback text shaper. ## Integration with rendering backend VEFontCache is largely backend agnostic. Currently the demo project uses OpenGL 3.3 for Windows. That said it's designed to be integrated with VE, a Vulkan engine. Please read the "How to plug into rendering API" section in ve_fontcache.h for more documentation on how to implement your own backend to plumb this directly into your engine! # Screenshots ![Screenshot 1](images/ve_fontcache_demo1.png) ![Screenshot 2](images/ve_fontcache_demo2.png) ![Screenshot 3](images/raincode.png) ![Screenshot 4](images/ve_fontcache_pressure_test.gif) # Similar projects and links Here are links to some awesome similar and related projects: * fontstash - https://github.com/memononen/fontstash * stb_truetype ( has font rasterisation itself ) - https://github.com/nothings/stb/blob/master/stb_truetype.h * slug - http://sluglibrary.com/ * pathfinder - https://github.com/pcwalton/pathfinder * https://medium.com/@evanwallace/easy-scalable-text-rendering-on-the-gpu-c3f4d782c5ac